64 times as many pixels, making for one whopping file size. I haven't done the red version as I don't need it immediately, but I saved everything so I can get around to it. I might also adjust the buildings to make them look less flat.

I should mention that because of sloppy modeling, it doesn't look all that great in 204TEL. Now that you can see it clearer, the sloppiness is more obvious.

I was bored earlier, so I whipped up a red version. While I was there I noticed the Ravager texture, as well as the textures for some Sith fighters, are rather horrible, so I might take a look at them later. And of course the laser fire colors are swapped, so I'll reverse them while I'm at it. I am wondering if they are used correctly elsewhere in the game, and if it's the same texture, however.

So I'm primarily working on a K1 version of the toolbox; however, the engine doesn't support some features, so it's slowing me down a bit. The cloning function is a particular problem because it's impossible to grant feats and powers. Therefore I'll need to generate some UTCs by hand. I'm still considering exactly how much work I'm willing to do for this function, but in the meantime I've been working on this:

What the hell is it? Well, once it's complete, it will allow me to generate a character's stats based on my input, faithful to the game's level up system; I don't want to have to make any blind guesses. While I was editing this, I realized it could be useful for generating realistic NPC stats in mods, so I'm going to include it in the toolbox.

If you're using an older version of Excel, download the compatibility patch and install it before running. Enable macros. Only change cells that are light blue.

There are ten spreadsheets included Character Sheet is the blank template for you to use as you like. Tables is vital to all the other sheets' function, so don't edit it. The rest are examples I left for your reference - templates for each of the game's classes, based on all the recommended choices, though I had to make a few educated guesses; I'd appreciate any feedback on these, as I am using them for the toolbox.

I decided to take a crack at a mod I attempted years ago but was unable to complete:

Show spoiler

(hidden content - requires Javascript to show)

All the hard work is finished. The only things left are the installer and readme. I'll let you guess what it is while I finish those. I will say that it's not some cheat to give you a lightsaber early; you can already do that with the toolbox.

I decided to take a crack at a mod I attempted years ago but was unable to complete:

Show spoiler

(hidden content - requires Javascript to show)

All the hard work is finished. The only things left are the installer and readme. I'll let you guess what it is while I finish those. I will say that it's not some cheat to give you a lightsaber early; you can already do that with the toolbox.

Because people are always asking for the K1 toolbox and it's practically done and I've been too busy/lazy to finish the final 4-6% of it, I decided to give you all beta access. BETA! It comes with the caveat that it's even more likely to break your game than usual. And I haven't written the readme yet. What's there is there.

Because people are always asking for the K1 toolbox and it's practically done and I've been too busy/lazy to finish the final 4-6% of it, I decided to give you all beta access. BETA! It comes with the caveat that it's even more likely to break your game than usual. And I haven't written the readme yet. What's there is there.

Thanks, JC! The TSL one was nice, but I haven't seen a cheat swiss-army knife for K1 since I joined the community! This will make a few projects simpler. :P

Mm, very much so. I've noticed some errors and added some things to both versions, so I'll do a new release... but not quite so soon, because I'm busy. I'm just letting it be known that it's on my mind. In the meantime, there's this:

This time I've written a script to generate visual effects at a random location within a set radius, at random intervals. For now they are merely visual effects; I'm still working on scripting the damage and other special effects, like I did with the rocket launchers.

This time, I've written a script to generate visual effects at a random location within a set radius, at random intervals. For now they are merely visual effects; I'm still working on scripting the damage and other special effects, like I did with the rocket launchers.

Might this also be available for KotOR1 as well? I imagine that have that "lasers from the sky" bit might be fun for those making a machinima of the destruction of Taris . . . not unlike this mod for JKA.

YouTube Video

(Destruction part of the mod starts at about 1:39)

Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!